Creator / Chris Avellone

"... if you give the player the ability to create a certain type of character, make sure that you honor the player's character build. What I mean by that is, if you give a character to option to dump 500 points into speech, make sure that they have an experience that's very cool and is appropriate for a speech based character. The same thing is true if you're a stupid combat monster; if you're a sneaky thief who no one ever sees... If you're allowing the players to build a character like that with the rule set, then make sure your content supports that experience."
— Interview with, regarding Fallout 2

An American video game designer, Chris Avellone started out with Interplay Entertainment, working on such titles as Fallout 2, Planescape: Torment and the Icewind Dale series. He left Interplay after the cancellation of Fallout: Van Buren, heading over to Obsidian Entertainment. His first work there was Knights of the Old Republic II: The Sith Lords, followed by Neverwinter Nights 2 and action RPG Alpha Protocol. He then returned to the Fallout series with Fallout: New Vegas, on which he is a senior designer and was heavily involved in the development of the DLC campaigns. He also starred in Season 2 of a fan project called Fallout: Nuka Break, which contained numerous nods to the original two Fallouts.

He has then gone on to be involved in several Kickstarter games, including Obsidian's Pillars of Eternity, inXile Entertainment's Wasteland 2 and Torment: Tides of Numenera and even became "special guest writer" for FTL: Faster Than Light: Advanced Edition. He left Obsidian in June 2015—apparently, to focus on his Kickstarter Stretch Goal career full-time, as the next project he worked on was Divinity: Original Sin II.

Avellone is noted for subverting trends in RPGs that he often finds particularly infuriating. In Planescape: Torment, he took his dislike of the Goomba tendencies of rats and utilized cranium rats, which are somewhat troublesome when encountered in large numbers. In Knights of the Old Republic II, he took his dislike of the way that the Force is often portrayed and used it to create a character that sought, for better or worse, to kill the Force entirely. He is also noted for making established game mechanics part of the story. In KotOR2, your player character was described as being able to gain power through the Force by killing others, involving the Experience Points system directly in the story. In Planescape: Torment, the Nameless One's immortality made death not a liability, but an advantage, allowing the player to circumvent some death traps by simply dying, and reviving later once they had been removed from the death trap. He is also known for having a very extreme aversion to traditional romances, preferring ones that are somewhat tragic or unrequited.

Frequently used Tropes are:

  • Arc Words:
  • Author Appeal: He seems to have a thing for mute girls such as Christine Royce and Sis for the non-verbal communication factor. Ecco, one of Fall-From-Grace's students, from Planescape: Torment is also mute. Non-traditional communication in general is a great mainstay of his, particularly when he's allowed to run away with a primarily text-based game.
  • Author Tract: Kreia was biggest culprit — the game would routinely create situations where she would be able to lecture and criticize the player's actions no matter what they said or did. In future games, he toned it down, and the player is entirely able to tell an Author Avatar that he or she is full of shit.
    • He sadly brought it back in full force with Ulysses. He will never acknowledge the flaws of his views, even if you convince him to stop his plan. And even if you manage to stop it, you end up proving his point.
  • Author Avatar: He has gone on record saying that he does characters like Kreia and Ulysses to convey his personal opinions on their settings.
  • Deadpan Snarker: After the successful funding of Torment: Tides of Numenera, Chris took to introducing himself as "writer, video game designer, and occasional Kickstarter stretch goal".
  • Doing It for the Art: Every one of his games is dripping with lovingly-crafted and thought-out detail.
  • Deconstructor Fleet: As a side-effect of his obsessively detailed research, he learns virtually everything about a given universe that doesn't hold up under close scrutiny. And he will dig into the weakness and rip it to shreds.
  • No Hugging, No Kissing: He is known to dislike writing traditional romance in his games, stating that he prefers romances that end poorly, or other forms of intra-personal relationships, because they hold more interest to him as an author. A joke stretch goal on one of Obsidian's Kickstarters was to prevent Avellone writing anything for the romantic sub-plots.
  • Obvious Beta: The sheer amount of effort he puts into games means that publishers tend to release them before he gets a chance to finish them. Unpolished games have even become one of Obsidian's trademarks.